Author Topic: TLF Version 1.018 Released (Treasure Trove)  (Read 4157 times)

Offline x4000

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TLF Version 1.018 Released (Treasure Trove)
« on: May 13, 2014, 11:55:23 pm »
Original: http://arcengames.blogspot.com/2014/05/tlf-version-1018-released-treasure-trove.html

Version 1.018 is out, and I hardly know where to begin, this one is so large.

- The way that races are born, mature, and die has been tuned quite a bit, and is more interesting and better balanced.  A lot of folks won't notice much effect from this directly, but it's a subtle thing that does have a big impact on the overall flow of the game when an organic population is trying to rebound from attacks for instance.

- There are a number of new political deals, including a way to finally stop the Andors from attacking someone, and options for Lauding or Denouncing other races to the friends of the race doing the speaking.  Very cool tools to have in terms of manipulating attitudes.

- The way that ground invasions and resistance fighters work has been heavily (heavily heavily) updated to bring all of that stuff together more.  It's still very similar to how ground invasions have worked recently, but killing armadas no longer kills ground troops that they landed, among other things.  Personnel transport production and other numbers have been tuned in light of the new changes, and there is now a home field advantage in ground combat when defending a planet of your own (which makes good sense).

- There are a whole slew of screens that now let you get at a bunch more detail info on just where a given multiplier came from.  Why the heck is the science rating of the Burlusts 41.37, for instance?  Hover over it and see.

- The way that armadas are constructed and improved has seen a huge adjustment as well.  Previously this was working like I wanted in terms of the general result, but there were odd edge cases where a race would basically build nothing for extreme amounts of time.  This was to do with the range of the math multipliers in use, and so this has been rebalanced completely in order to try to get something near the previous effect, but without the edge cases.

- Science and Manufacturing stuff had a ton of bugs, turns out.  A couple were obvious in the prior version, but others were more subtle and never were found before now.  Why?  The opaqueness of the multipliers.  The numbers were close enough to be plausible, even though they weren't correct.  Now that we all can see the breakdown of how those numbers are arrived-at, I was noticing a number of glitches that I fixed.  A couple of those glitches were things that had bubbled up to the attention of players in seemingly-isolated bugs, but really it was a symptom of one of those larger issues that are now resolved.

- There are two new buildings added to the game, which only show up right at the start on random planets, and which are destroyed if the planets get taken: The Ark and The Mire.  These basically give a boost to one race and a penalty to one other race.  This layers on top of all the other procedural circumstantial randomization, of course, but it's one way of helping to make sure that there is extra uniqueness from game to game, versus stronger races tending to dominate weaker ones unless they just happen to get a very unlucky planet.  Now there are more variables in play with these, and thus more variance.

I've done dozens and dozens of tests of this stuff, and it's feeling pretty darn good.  It's definitely a huge amount of stuff for one day, so there are likely some issues somewhere.  Apologies in advance, but I'm not pushing this into a beta branch because I do feel like this is an across-the-board better version than the prior one, and that's a big part of my criteria.

Some interesting notes: the Burlusts and the Thoraxians have reclaimed their rightful place as the most fearsome races in the solar system (the majority of the time).  Additionally, with the way that things build up now, there are fewer armadas, but they tend to be tougher.  This actually gives you more power to affect things through your missions, since taking out an armada or two means a bit more.  And with the shifts to birth/death rates, maturation rates, ground combat rates and mechanisms, science and manufacturing rates, armada construction and improvement rates, and personnel transport construction rates... well, the overall length of time with the games is feeling about the same as it was before, when I run it in observer mode.

Anyhow, I'm really pleased with how this turned out, if you can't tell.  Hopefully there aren't any major things you find overnight before I wake up, but anyway I'm off for the night.  I've been paying close attention to mantis, but if you've been putting responses in the forum on the last thread, I'm afraid I missed those today as (as you can tell) I was running about a mile a minute to try to get all this done.  If there's something important I missed, it was not intentional -- just shoot me a response on today's main forum post, and I'll do my best to actually read that thread this time around. ;)

--------------- Ongoing Updates All This Month ---------------
The support of the community, and the growth of it, remain amazing to me.  I've been promising daily new features, but since launch it has became clear that there are other things more on your mind.  Things like added interfaces, new AI behaviors and options, and things like that.  So, you know what?  I'm just going to go with that -- those count as features, really, in that they help to make the game more interesting and easier to understand and play.

So what else is going on?  Well, we're going to be working at this pace on the game for at least another month, which means that you're going to be seeing lots of good things coming.  If you've liked what you've seen in the last few weeks, you can imagine what another month of that will be like.  We do have two other things in the works as well, but we're not quite ready to reveal either one of them (although I am betting that most long-time Arcen fans can guess what both of them are).  Suffice it to say, neither one of these two other things are going to impact the general updates, improvements, and free additions to TLF that are coming over this month.

More to come tomorrow.  Enjoy!

This is a standard update that you can download through the  in-game updater, or if you have Steam it will automatically update it for you.  To force Steam to download it faster, just restart Steam and it will do so.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline nas1m

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Re: TLF Version 1.018 Released (Treasure Trove)
« Reply #1 on: May 14, 2014, 02:55:31 am »
Since you asked for it I will simply repeat my humble requests from this other thread :).

Quote from: 1.018 Patch Notes
* When you are in the racial power grid and you hover over one of the manufacturing column entries, you can now see exactly where all the various components of the manufacturing power are coming from.  Here again this lets you see what is going on and why, and thus figure out what you can do about it.
Cool stuff!

Can we have this for the science and ship strength multipliers as well?
Mantised sometime ago here ;).

Being able to sort columns in the power grid would also be nifty - just in case this is easy now that you are at it :).


Quote from: 1.018 Patch Notes
* Hovering over the science column entries in the racial power grid now shows you exactly why the race has that science multiplier, again so that you can do something about it if you wish, as well as in general seeing what is leading to the results in question.
(Partially) ninja'd ;D.


Quote from: 1.018 Patch Notes
* Previously, the Boarine rage momentum was uncapped and could just get to ridiculous values.  Now it is capped at 2.
Any chance to get the actual value of Boarine Rage represented in the UI somewhere (possibly on the Boarine political screen)? See also here.



I would also like to include the following feedback by my fellow forumites (from the same thread):


Quote from: 1.018 Patch Notes
*Boarines in the federation no longer gain rage momentum, and those in alliances outside of the federation now gain it twice as fast.
Cool stuff!

I really don't like the idea of this change. The rage momentum is one of the few things that really make the Boarines unlike, and to flat out remove it is to remove a part of what makes them interesting to begin with, and unfairly nerfs them as well. I don't see the Skylaxions lose their research bonus, or the Actuians their manufactory bonus, etc, when they join the federation. It could be tweaked, but flat out removing them just makes them even more boring then they already are.


"Rage momentum"?

Cheers!

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Offline I-KP

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Re: TLF Version 1.018 Released (Treasure Trove)
« Reply #2 on: May 14, 2014, 07:55:37 am »
Very happy to see the addition of current modifier lists for the important stats.  :)
Atmospheric & Lithospheric Reticulator,
Post-accretion Protoplanet Aesthetic Seeding Team,
Celestial Body Design & Procurement Division,
Magrathea Pan-Galactic Planets Corp.,
Magrathea.

Offline x4000

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Re: TLF Version 1.018 Released (Treasure Trove)
« Reply #3 on: May 14, 2014, 12:10:11 pm »
All righty, those items are addressed. :)
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Offline nas1m

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Re: TLF Version 1.018 Released (Treasure Trove)
« Reply #4 on: May 14, 2014, 01:17:32 pm »
All righty, those items are addressed. :)
Thanks :D.
Column sorting for the power grid and a breakdown of the ship power multiplier as well?
I don't see those in the release notes ;)...
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Offline x4000

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Re: TLF Version 1.018 Released (Treasure Trove)
« Reply #5 on: May 14, 2014, 02:16:02 pm »
Column sorting for the racial power grid I'm not sure that I want to get into right now because I have been considering some way of revamping that screen to allow for more data to get on there.  Possibly by switching the columns and rows and then making it scrollable, then making it so you can click rows to sort the columns.

The breakdown of the ship power is a good one, I didn't put that on.
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Offline windgen

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Re: TLF Version 1.018 Released (Treasure Trove)
« Reply #6 on: May 14, 2014, 05:21:20 pm »

Is it possible for #15143 to get the devs' particular attention for 1.019?  I know the devs have said in the past that doing text bugs in batches is the most productive way to work, but IMHO this bug is unusually serious for a text bug -- the 1.018 influence changes omit a description of an important mechanic, and the problem sits right where new players are going to step on it.  Literally a 5-10 minute fix.  Thanks

Offline PokerChen

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Re: TLF Version 1.018 Released (Treasure Trove)
« Reply #7 on: May 14, 2014, 06:29:20 pm »
Anyone notice if pirate outposts are no longer forming from pirate exodus events, and disease outbreaks don't generate last events for medicine research?

Offline Misery

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Re: TLF Version 1.018 Released (Treasure Trove)
« Reply #8 on: May 14, 2014, 06:40:29 pm »
For what little I've been able to test of it (having trouble with mouse) this is a good one.  You fixed the terraformer missions!  They're not made of crazy anymore!  Among other things.

My one big problem right now is the spreadshot thing:  http://www.arcengames.com/mantisbt/view.php?id=15158  which is kind of a nasty one.... other than that, cant say all that much.   I didn't run into any other major issues during my brief session last night though.

Offline GC13

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Re: TLF Version 1.018 Released (Treasure Trove)
« Reply #9 on: May 14, 2014, 06:43:45 pm »
Anyone notice if pirate outposts are no longer forming from pirate exodus events, and disease outbreaks don't generate last events for medicine research?
I haven't seen pirate outposts form for a long time, period.
Furthermore, it is my opinion that Hari must be destroyed.

Offline x4000

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Re: TLF Version 1.018 Released (Treasure Trove)
« Reply #10 on: May 14, 2014, 10:31:06 pm »

Is it possible for #15143 to get the devs' particular attention for 1.019?  I know the devs have said in the past that doing text bugs in batches is the most productive way to work, but IMHO this bug is unusually serious for a text bug -- the 1.018 influence changes omit a description of an important mechanic, and the problem sits right where new players are going to step on it.  Literally a 5-10 minute fix.  Thanks

Sorry, missed that for this release, but I will have that for the next one.

Anyone notice if pirate outposts are no longer forming from pirate exodus events, and disease outbreaks don't generate last events for medicine research?

Pirate exodus is just not very common anymore, which is the main thing.  It may be that the baseline piracy spawn rate needs to increase.  I'll take a look at it.  Previously the overabundance of pirate exodus was potentially masking that the underlying normal spawn rate for those was too low.

Not sure what you mean on the disease outbreaks -- can you clarify?  For those, if you mean the outsourcing job, you need to have a science outpost, recall.

For what little I've been able to test of it (having trouble with mouse) this is a good one.  You fixed the terraformer missions!  They're not made of crazy anymore!  Among other things.

My one big problem right now is the spreadshot thing:  http://www.arcengames.com/mantisbt/view.php?id=15158  which is kind of a nasty one.... other than that, cant say all that much.   I didn't run into any other major issues during my brief session last night though.

Awesome!  I'll look at that tomorrow as well.

Anyone notice if pirate outposts are no longer forming from pirate exodus events, and disease outbreaks don't generate last events for medicine research?
I haven't seen pirate outposts form for a long time, period.

I'm not sure if there was something in the prior version, but in 1.019 I've seen several pirate empires form.  But I'll look into it a lot closer tomorrow and see what's going on with the rates.  Thanks!
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Offline GC13

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Re: TLF Version 1.018 Released (Treasure Trove)
« Reply #11 on: May 14, 2014, 10:45:39 pm »
I've been too into Dawngate to do my usual TLFing schedule, but there was a long period of time where I never got pirate outposts, and once I used the first two outposts for the extra influence that was it (and even if I left them there as "seed" I still never got more).

I did, long ago, see a pirate empire form in an observer game. And, from the sound of it, the pirates are finally back.
Furthermore, it is my opinion that Hari must be destroyed.

Offline PokerChen

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Re: TLF Version 1.018 Released (Treasure Trove)
« Reply #12 on: May 15, 2014, 01:18:53 am »
So, what I mean is, in this game I have there is one Burlust pirate outpost, since I took out every other one that was generated when the race became space-faring. No other generation has been spotted (possibly since I shepherd too well, ha. :P ) until the second save. In which two piratical exoduses occur.

In the second save, there are no bases since I thought "oh, there's two more, I'll go take out a Burlust one". Whoops, now there's zero.
= = =
With reference to diseases, each time a disease pops up (during dispatches), I go there to investigate with a science outpost. There are no diseases there, and when the event notification pops up, I don't see any small flag on the planet screen either, as if the outbreak is always cured by the races themselves immediately, so there's no planet-wide plague. (Does this happen?)